#include using namespace metal; struct tint_array_wrapper { int arr[10]; }; struct QuicksortObject { tint_array_wrapper numbers; }; struct buf0 { /* 0x0000 */ packed_float2 injectionSwitch; }; struct buf1 { /* 0x0000 */ packed_float2 resolution; }; struct main_out { float4 frag_color_1; float4 gl_Position; }; struct tint_symbol_2 { float4 x_GLF_pos_param [[attribute(0)]]; }; struct tint_symbol_3 { float4 frag_color_1 [[user(locn0)]]; float4 gl_Position [[position]]; }; void swap_i1_i1_(thread int* const i, thread int* const j, thread QuicksortObject* const tint_symbol_6) { int temp = 0; int const x_250 = *(i); int const x_252 = (*(tint_symbol_6)).numbers.arr[x_250]; temp = x_252; int const x_253 = *(i); int const x_254 = *(j); int const x_256 = (*(tint_symbol_6)).numbers.arr[x_254]; (*(tint_symbol_6)).numbers.arr[x_253] = x_256; int const x_258 = *(j); int const x_259 = temp; (*(tint_symbol_6)).numbers.arr[x_258] = x_259; return; } int performPartition_i1_i1_(thread int* const l, thread int* const h, thread QuicksortObject* const tint_symbol_7) { int pivot = 0; int i_1 = 0; int j_1 = 0; int param = 0; int param_1 = 0; int param_2 = 0; int param_3 = 0; int const x_262 = *(h); int const x_264 = (*(tint_symbol_7)).numbers.arr[x_262]; pivot = x_264; int const x_265 = *(l); i_1 = (x_265 - 1); int const x_267 = *(l); j_1 = x_267; while (true) { int const x_272 = j_1; int const x_273 = *(h); if ((x_272 <= (x_273 - 1))) { } else { break; } int const x_277 = j_1; int const x_279 = (*(tint_symbol_7)).numbers.arr[x_277]; int const x_280 = pivot; if ((x_279 <= x_280)) { int const x_284 = i_1; i_1 = (x_284 + 1); int const x_286 = i_1; param = x_286; int const x_287 = j_1; param_1 = x_287; swap_i1_i1_(&(param), &(param_1), tint_symbol_7); } { int const x_289 = j_1; j_1 = (x_289 + 1); } } int const x_291 = i_1; param_2 = (x_291 + 1); int const x_293 = *(h); param_3 = x_293; swap_i1_i1_(&(param_2), &(param_3), tint_symbol_7); int const x_295 = i_1; return (x_295 + 1); } void quicksort_(thread QuicksortObject* const tint_symbol_8) { int l_1 = 0; int h_1 = 0; int top = 0; tint_array_wrapper stack = {}; int p = 0; int param_4 = 0; int param_5 = 0; l_1 = 0; h_1 = 9; top = -1; int const x_298 = top; int const x_299 = (x_298 + 1); top = x_299; int const x_300 = l_1; stack.arr[x_299] = x_300; int const x_302 = top; int const x_303 = (x_302 + 1); top = x_303; int const x_304 = h_1; stack.arr[x_303] = x_304; while (true) { int const x_310 = top; if ((x_310 >= 0)) { } else { break; } int const x_313 = top; top = (x_313 - 1); int const x_316 = stack.arr[x_313]; h_1 = x_316; int const x_317 = top; top = (x_317 - 1); int const x_320 = stack.arr[x_317]; l_1 = x_320; int const x_321 = l_1; param_4 = x_321; int const x_322 = h_1; param_5 = x_322; int const x_323 = performPartition_i1_i1_(&(param_4), &(param_5), tint_symbol_8); p = x_323; int const x_324 = p; int const x_326 = l_1; if (((x_324 - 1) > x_326)) { int const x_330 = top; int const x_331 = (x_330 + 1); top = x_331; int const x_332 = l_1; stack.arr[x_331] = x_332; int const x_334 = top; int const x_335 = (x_334 + 1); top = x_335; int const x_336 = p; stack.arr[x_335] = (x_336 - 1); } int const x_339 = p; int const x_341 = h_1; if (((x_339 + 1) < x_341)) { int const x_345 = top; int const x_346 = (x_345 + 1); top = x_346; int const x_347 = p; stack.arr[x_346] = (x_347 + 1); int const x_350 = top; int const x_351 = (x_350 + 1); top = x_351; int const x_352 = h_1; stack.arr[x_351] = x_352; } } return; } void main_1(constant buf0& x_33, constant buf1& x_36, thread float4* const tint_symbol_9, thread float4* const tint_symbol_10, thread QuicksortObject* const tint_symbol_11, thread float4* const tint_symbol_12, thread float4* const tint_symbol_13) { int i_2 = 0; float2 uv = 0.0f; float3 color = 0.0f; float4 const x_94 = *(tint_symbol_9); *(tint_symbol_10) = ((x_94 + float4(1.0f, 1.0f, 0.0f, 0.0f)) * float4(128.0f, 128.0f, 1.0f, 1.0f)); i_2 = 0; while (true) { int const x_101 = i_2; if ((x_101 < 10)) { } else { break; } int const x_104 = i_2; int const x_105 = i_2; (*(tint_symbol_11)).numbers.arr[x_104] = (10 - x_105); float const x_109 = x_33.injectionSwitch.x; float const x_111 = x_33.injectionSwitch.y; if ((x_109 > x_111)) { break; } int const x_115 = i_2; int const x_116 = i_2; int const x_118 = (*(tint_symbol_11)).numbers.arr[x_116]; int const x_119 = i_2; int const x_121 = (*(tint_symbol_11)).numbers.arr[x_119]; (*(tint_symbol_11)).numbers.arr[x_115] = (x_118 * x_121); { int const x_124 = i_2; i_2 = (x_124 + 1); } } quicksort_(tint_symbol_11); float4 const x_127 = *(tint_symbol_10); float2 const x_130 = x_36.resolution; uv = (float2(x_127.x, x_127.y) / x_130); color = float3(1.0f, 2.0f, 3.0f); int const x_133 = (*(tint_symbol_11)).numbers.arr[0]; float const x_136 = color.x; color.x = (x_136 + float(x_133)); float const x_140 = uv.x; if ((x_140 > 0.25f)) { int const x_145 = (*(tint_symbol_11)).numbers.arr[1]; float const x_148 = color.x; color.x = (x_148 + float(x_145)); } float const x_152 = uv.x; if ((x_152 > 0.5f)) { int const x_157 = (*(tint_symbol_11)).numbers.arr[2]; float const x_160 = color.y; color.y = (x_160 + float(x_157)); } float const x_164 = uv.x; if ((x_164 > 0.75f)) { int const x_169 = (*(tint_symbol_11)).numbers.arr[3]; float const x_172 = color.z; color.z = (x_172 + float(x_169)); } int const x_176 = (*(tint_symbol_11)).numbers.arr[4]; float const x_179 = color.y; color.y = (x_179 + float(x_176)); float const x_183 = uv.y; if ((x_183 > 0.25f)) { int const x_188 = (*(tint_symbol_11)).numbers.arr[5]; float const x_191 = color.x; color.x = (x_191 + float(x_188)); } float const x_195 = uv.y; if ((x_195 > 0.5f)) { int const x_200 = (*(tint_symbol_11)).numbers.arr[6]; float const x_203 = color.y; color.y = (x_203 + float(x_200)); } float const x_207 = uv.y; if ((x_207 > 0.75f)) { int const x_212 = (*(tint_symbol_11)).numbers.arr[7]; float const x_215 = color.z; color.z = (x_215 + float(x_212)); } int const x_219 = (*(tint_symbol_11)).numbers.arr[8]; float const x_222 = color.z; color.z = (x_222 + float(x_219)); float const x_226 = uv.x; float const x_228 = uv.y; if ((fabs((x_226 - x_228)) < 0.25f)) { int const x_235 = (*(tint_symbol_11)).numbers.arr[9]; float const x_238 = color.x; color.x = (x_238 + float(x_235)); } float3 const x_241 = color; float3 const x_242 = normalize(x_241); *(tint_symbol_12) = float4(x_242.x, x_242.y, x_242.z, 1.0f); float4 const x_247 = *(tint_symbol_9); *(tint_symbol_13) = x_247; return; } vertex tint_symbol_3 tint_symbol(tint_symbol_2 tint_symbol_1 [[stage_in]], constant buf0& x_33 [[buffer(0)]], constant buf1& x_36 [[buffer(1)]]) { thread float4 tint_symbol_14 = 0.0f; thread float4 tint_symbol_15 = 0.0f; thread QuicksortObject tint_symbol_16 = {}; thread float4 tint_symbol_17 = 0.0f; thread float4 tint_symbol_18 = 0.0f; float4 const x_GLF_pos_param = tint_symbol_1.x_GLF_pos_param; tint_symbol_14 = x_GLF_pos_param; main_1(x_33, x_36, &(tint_symbol_14), &(tint_symbol_15), &(tint_symbol_16), &(tint_symbol_17), &(tint_symbol_18)); main_out const tint_symbol_4 = {.frag_color_1=tint_symbol_17, .gl_Position=tint_symbol_18}; tint_symbol_3 const tint_symbol_5 = {.frag_color_1=tint_symbol_4.frag_color_1, .gl_Position=tint_symbol_4.gl_Position}; return tint_symbol_5; }